Sorry I'm kinda absent lately, my parents are moving and I don't have time for much right now, because I'm hauling stuff like a Settlers/Rimworld character. Or assembling furniture. This will last until the end of this week, after which I will be back in action.
Well, if re-training a captured Bloodhound isn't an option, then growing one should suffice. It probably will require kidnapping Syndicate scientists to interrogate them for info, so it will likely take a while to get to that, possibly until the Syndicate is permanently destroyed by the time your tech is advanced enough to do that.
That's more like it.
By the way, just to know: When should the next update be done? Next month or so?
Hard to say. I want the next version to be 1.0 (finally), which means a lot more work than usual. But I'm on it.
Can we hope to see a mortar in the game?
Yeah, it's planned.
Great work with the mod. I'm replaying from the beginning. Those weapon boxes really help in the beginning year.
Thanks for the kind words!
The rat unit is so much less useful than dogs. I'm not talking about the stats although armor for the animals don't measure up late. No, my frustration is training Reaction stats. Dog soldiers gain reaction stats for Bark weapon and for Bite weapon trains both Melee and Reaction. The highest stat Rat soldiers can utilize (Reaction) is much harder to train than everything else. It requires putting your Rat right up to an enemy and dangerously take a risk, either your rat gets killed quick or you get to pathetically bite back. The Rat seems to be even more specialized as a low HP scout than Dogs are, but it's so much harder to keep them alive than dogs to reach that potential. Please change Giant Rat Bite train both Reaction and Melee like Dog Bite does. Manufacturing armor for rats like we can for dogs would make them easier to keep alive as well.
My opinion for both Rat and Dog soldiers is they cannot run as fast as late-game soldiers. That probably has to do with the Energy refill formula. It looks at current health and the animals just don't have that much to begin with. Max health soldiers don't have as high stamina capacity but playing it feels they regain them at a faster pace; and that reduces the satisfaction of running the animal scouts; although that's just at the late stage with superhuman soldiers.
Hmm. Feels fine in general, but you're right, late game humans sort of catch up with animals, rending them obsolete.
I don't know how to deal with this without adding special armour for animals, but 1) it's rather controversial, 2) I need sprites.
Since playing this mod I have always liked using Flashlights better than Flares. Electro-Flares are less expensive but less powerful. Even with Flashlights being heavier, thus cannot be thrown as far, their light strength and their melee ability appeals to me more. So finding Shogg Lanterns worked like better flares and that later on I could buy Shogg tech like ships and weapons; I was disappointed I couldn't buy them. Looking in the Items and Research Rulesets I found the problem. Items lists being able to buy them when you can buy all the other weapons and has the sell price but without the costBuy tag it will never be available.
You're right! It's a bug, sorry.
Just add
costBuy: 10000
to the item entry.
How about giving the single shot grenade launcher a tear gas that stuns over time? Or a rubber shell that stuns and wounds slightly? The M-79 irl had rubber rounds and tear gas that are used which I believe the grenade launcher in this mod is.
I'm not sure how to model this. Could you suggest some formula?